Cellular phone games based upon television archives

ABSTRACT

Cellular phone games based on television archives allow users to play games on their cellular phones wherein the games are based on archived television programs. The game is able to be played simultaneously between competitors or on demand. Game data and video data are combined into one file and are sent to participating cellular phones so that the required information is received at the same time at each cellular phone. Each cellular phone contains software to manipulate the game and video data so that the user is able to play the game. The game is played by watching video clips from archived television programs and then selecting choices related to the video clips using the inputs on the user&#39;s cellular phone. User scores are determined based on the answers to the questions related to the video clips and results are distributed to the participants.

RELATED APPLICATION(S)

This Patent Application claims priority under 35 U.S.C. §119(e) of theco-owned U.S. Provisional Patent Application No. 60/723,301, filed Oct.3, 2005, and entitled “CELLULAR PHONE GAMES BASED UPON TELEVISIONARCHIVES” which is also hereby incorporated by reference in itsentirety.

FIELD OF THE INVENTION

The present invention relates to the field of distributed entertainment.More specifically, the present invention relates to the field ofdistributed entertainment utilizing a computing device where theentertainment corresponds to a previously broadcast archived televisionprogram.

BACKGROUND OF THE INVENTION

In the United States alone there are over 170 million registeredcellular phones. With the expiration of the U.S. Pat. No. 4,592,546 toFascenda and Lockton, companies are able to now use the cellular phoneand other mobile communication devices utilizing a multicast network tocontrol television viewers in games of skill based upon predicting, forexample, what the quarterback may call on the next play within afootball game. In addition, games of skill with a common start time canbe conducted simultaneously among cellular phone owners, based onclassic card, dice, trivia, and other games. In order to avoid theanti-gaming laws in the various states, the winners must be determinedby the relative skill, experience and practice of the player in eachdiscrete game.

To date, the televised talent show American Idol® is the most notablemarriage of the cellular phone and television viewers in the UnitedStates. During the live final events of this nationwide televised talentcontest, AT&T® cellular phone subscribers were permitted to vote fortheir favorite contestant. Over 60 million chose to do so. The resultsof those votes determined the final winners. Other live television showsincorporate user interactivity via a cellular phone where the users areable to send a text message with their selection or dial a choice suchas on the television program So You Think You Can Dance.

AirPlay Network, Inc. launched a nationwide service on Sep. 7, 2006enabling viewers of televised football games to compete with each otherutilizing their cellular phone while watching the telecast. However, forviewers that are unable to play along with live events, live televisionprograms or tape-delayed broadcasts or who want a comparable experience,any time and any place, there is a need for additional gamingpossibilities.

SUMMARY OF THE INVENTION

Cellular phone games based on television archives allow users to playgames on their cellular phones wherein the games relate to archivedtelevision programs. Game data and video data are combined into one fileand are streamed, broadcast or multicast to participating cellularphones so that the required information is received at the same time ateach cellular phone or alternatively, downloaded and launched at thesame time. Each cellular phone contains software to manipulate the gameand video data so that the user is able to play the game. The game isplayed by watching video clips from archived television programs andthen selecting choices related to the video clips using the interface onthe user's cellular phone. User scores are determined based on theanswers to the questions or predictions related to the video clips.

In one aspect, a method of playing a game based on archived televisionprograms, comprises receiving one or more video files and one or moregame data files and operating a cellular based program to display videodata and game data from the one or more video files and the one or moregame data files. The files are downloaded to the cellular phone prior tothe scheduled start time. The method further comprises receiving a gamestart signal and starting the game. The method further comprises playingthe game by selecting one or more choices related to the video data. Theone or more video files and the one or more game data files are receivedin a combined file. The video data and the game data are displayedsimultaneously. A third method has all players receiving a multicast,broadcast or other form of one to many broadcasts in real time. Themethod further comprises collecting scores and reporting performance toparticipants to a cellular phone. The method further comprisesprohibiting further input with a lockout signal. The one or more videofiles and the one or more game data files are compressed. The game datacontains graphic information in addition to the video data. The graphicinformation is displayed as crawling information, as closed captionedinformation, as a picture in picture or as graphically overlayed. Theone or more video files and the one or more game data files are receivedin advance of a scheduled start. The method further comprisestransmitting the one or more video files and the one or more game datafiles on a single TCP, UDP, 3G, multicast or broadcast transmission.Examples are the Media Flo network being deployed by Qualcomm®, VerizonWireless® and Sprint® or the utilization of a 3G cellular network ineither TCP connection or multicast mode, or the broadcast of digitaldata in a digital radio or television transmission or in the subcarrierthereof. Transmitting is digital broadcasting, individual streaming ordownloading. The game is played simultaneously live, on demandcompetitively or as on demand practice. A set of digital audio isreceived with the one or more video files and the one or more game datafiles. A user is able to identify remote competitors prior to the gameto challenge and compete against in a challenge game. After all of thechallenged competitors complete the challenge game, results are sent tothe challenged competitors including rankings. In some aspects, the userutilizes the Internet to identify remote competitors to challenge andcompete against. The one or more video files and the one or more gamedata files are simultaneously broadcast to all participants at aspecific time. The one or more video files and the one or more game datafiles are pre-produced. The archived television programs includesporting events, game shows or entertainment shows. One or more segmentsof the archived television programs are included in the one or morevideo files. The one or more segments can be between five minutes andtwenty minutes. The method further comprises digitizing analog video.The one or more video files and the one or more game data files arereceived over a wireless cellular network. The video data and the gamedata are synchronously displayed. A record of episodes played by theuser is maintained on a server to ensure the user receives anever-before played game by the user.

In another aspect, a method of playing a game based on a segment of anarchived television program, comprises transmitting a set of files froma server over a wireless cellular network, the set of files comprisesone or more pre-produced video files, wherein the one or morepre-produced video files contain video data, one or more game datafiles, wherein the one or more game data files contain game data,further wherein the game data contains graphic information in additionto the video data and one or more audio files, receiving the set offiles on a cellular phone, operating a cellular based program containedon the cellular phone to synchronously display the video data and thegame data and playing the game by selecting one or more choices. The setof files is assembled into a combined file. The method further comprisescollecting scores and reporting performance to participants from thecellular phone. The graphic information is displayed as crawlinginformation, as closed captioned information, as a picture in picture oras a graphic overlay. The set of files contains compressed data. The setof files is received in advance of a scheduled start. Transmitting theset of files is on a single TCP, UDP, 3G, multicast or broadcasttransmission. Transmitting is digital broadcasting, individual streamingor downloading. The game is played simultaneously live, on demandcompetitively or as on demand practice. A user is able to identifyremote competitors prior to the game to challenge and compete against ina challenge game. After all of the challenged competitors complete thechallenge game, results are sent to the challenged competitors includingrankings. The set of files is simultaneously broadcast to allparticipants at a specific time. The archived television programincludes sporting events, game shows or entertainment shows.

In yet another aspect, a system for producing and distributing a gamebased on archived television programs, comprises a game productiondevice for grouping video data and game data into a set of files and afirst server coupled to the game production device, wherein the serverreceives and transmits the set of files. The set of files is assembledinto a combined file. The video data and the game data allow a user toplay the game by selecting one or more choices related to the videodata. The system further comprises a second server coupled to the firstserver for receiving scoring data, determining standings andcommunicating the standings to participants. In some embodiments, thefirst server and the second server are contained within a single serverdevice. The system further comprises a cellular service operator coupledto the first server and a wireless network for transmitting the set offiles from the server to the wireless network. The set of files containscompressed data. The set of files is transmitted on a single TCP, UDP,3G, multicast or broadcast transmission. Transmitting is digitalbroadcasting, individual streaming or downloading. The game is playedsimultaneously live, on demand competitively or as on demand practice. Aset of digital audio is grouped into the set of files. The set of filesis simultaneously broadcast to all participants at a specific time. Thevideo data and the game data are pre-produced. The archived televisionprograms include sporting events, game shows or entertainment shows. Oneor more segments of the archived television programs are included in thevideo data. The one or more segments are between five minutes and twentyminutes.

In another aspect, a device for playing a game based on archivedtelevision programs, comprises a cellular phone, wherein the cellularphone receives a set of files, wherein the set of files contain videodata and game data and utilizes a program and the set of files topresent the video data and the game data to a user. The set of files isassembled into a combined file. The video data and the game data aredisplayed simultaneously. The game data contains graphic information inaddition to the video data. The graphic information is displayed ascrawling information, as closed captioned information, as a picture inpicture or as a graphic overlay. The video data and the game data aresynchronized. The game is transmitted to the cellular phone usingdigital broadcasting, individual streaming or downloading. The game isplayed simultaneously live, on demand competitively or as on demandpractice. The user is able to identify remote competitors prior to thegame to challenge and compete against in a challenge game. After all ofthe challenged competitors complete the challenge game, results are sentto the challenged competitors including rankings. Standings informationis received from a server. The video data and the game data arepre-produced. The archived television programs include sporting events,game shows or entertainment shows. One or more segments of the archivedtelevision programs are included in the video data.

In yet another aspect, a network of devices for playing a game based onarchived television programs, comprises a game production device forcombining video data with game data into a combined file a first servercoupled to the game production device, wherein the server receives andtransmits the combined file and a plurality of devices coupled to thefirst server through a wireless network, wherein the plurality ofdevices receive the combined file and utilize a program and the combinedfile to present the video data and the game data to a user. The videodata and the game data allow the user to play the game by selecting oneor more choices related to the video data. The plurality of devices areselected from the group consisting of cellular phones, personalcomputers, laptops and PDAs. The combined file is received substantiallysimultaneously at each of the devices. The network of devices furthercomprises a second server coupled to the wireless network for receivingscoring data and determining standings. In some embodiments, the firstserver and the second server are contained within a single serverdevice. Standings information and results are transmitted toparticipants. The network of devices further comprises a cellularservice operator coupled to the first server and the wireless networkfor transmitting the combined file to the wireless network. The videodata and the game data are displayed simultaneously. The combined filecontains compressed data. The game data contains graphic information inaddition to the video data. The graphic information is displayed ascrawling information, as closed captioned information, as a picture inpicture or as a graphic overlay. The combined file is transmitted on asingle TCP, UDP, 3G, multicast or broadcast transmission. Transmittingis digital broadcasting, individual streaming or downloading. The gameis played simultaneously live, on demand competitively or as on demandpractice. A set of digital audio is combined into the combined file. Theuser is able to identify remote competitors prior to the game tochallenge and compete against in a challenge game. The competitors areable to play the game when convenient. After all of the challengedcompetitors complete the challenge game, results are sent to thechallenged competitors including rankings. The combined file issimultaneously broadcast to all participants at a specific time. Thevideo data and the video data are pre-produced. The archived televisionprograms include sporting events, game shows or entertainment shows. Oneor more segments of the archived television programs are included in thevideo data. The one or more segments are between five minutes and twentyminutes. The video and the game data are synchronized. The network ofdevices further comprises an Internet for registering a group ofcompetitors.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a graphical representation of the preferredembodiment of the present invention.

FIG. 2 illustrates a method of utilizing the present invention.

FIG. 3 illustrates a network of devices of the present invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

The present invention includes systems and methodologies for generating,producing, distributing, and playing games on cellular phones and othermobile devices based on archived video of previously broadcasttelevision programming. The game play is similar to games of skill basedon live television broadcasts described in prior patents by some of thecurrent inventors. The U.S. Pat. No. 4,592,546 to Lockton (expired inApril 2004), herein incorporated by reference, teaches a methodology forconducting games of skill utilizing two separate mass media inconnection with live and taped television broadcasts. U.S. Pat. No.5,083,800 to Lockton, herein incorporated by reference, similarlyapplies a separate mass media to control computer and video games playedsimultaneously. Prior art developed at Interactive Network, in operationfrom 1989 until 1995 taught a methodology for producing large scalesimultaneously played games of skill in conjunction with the broadcastof prerecorded game shows such as Wheel of Fortune® and Jeopardy®.

For Jeopardy!®, for example, the preproduction of three additional wronganswers were created with the cooperation of the producers of thetelevision shows in advance of the airing of the telecast. These gamedata files were precisely time synchronized with the video tape of thegame show provided in advance and stored on a broadcast server. A meansof mass communication (data broadcasting) separate from the televisionbroadcast, for example, a network of FM stations utilizing the SCA subcarrier, or the vertical blanking interval (VBI) of the televisionsignal, were leased from broadcasters on a market by market basis. Theseparate mass media multicast the digital data files to a wireless datareceiver in the participant's possession. Through the visual observationof the “live” telecast of the syndicated television show in each market,the game show pre-produced synchronized data files, usually a half hourin duration, were manually synchronized at the beginning of thetelecast. The synchronization was monitored throughout the telecast, asthe telecast paused for the insertion of local and national commercialsand then resumed. These pre-produced data files contained “lock out”signals prohibiting answers past the revelation of the correct answers,which were utilized by game software residing in the wireless datareceiver. The software created an individual performance file, generallybased on total point scores for each participant receiving the datafiles simultaneously within their television market, preciselysynchronized with a separately broadcast television signal.

In addition to television based games, Interactive Network utilized amethodology for conducting games of skill based upon classic card, dice,word, and trivia games. The production of these games involved thecreation of a digital file for the game, including questions and thenthe correct answers to be revealed to the competitor after a “lock out”prohibited further response for a trivia game, for example. The entirefiles containing both questions and answers were broadcast prior to thestart of the game to all subscribers who indicated their intention toparticipate. After the countdown to a prescheduled start time, all ofthe competitors games were launched with a one-way signal broadcast tothe participants, and the files “played” for a duration of 10- to15-minutes until their conclusion.

The current state-of-the-art in cellular phone based entertainmentincludes downloadable games covering virtually every genre of game thatcan currently be enjoyed on the computer and video game platforms. Inaddition, new broadband transmission technology generally referred to incellular telephony as “third generation” or 3G, has enabled viewing ofvideo clips on the cellular phone either by streaming the digital videofiles using the Internet, or downloading compressed files and then“playing” them on the cellular phone's LCD color display. Companies likeVerizon Wireless® and Qualcomm® are utilizing these technologies inconnection with content owners to download television clips of newsbroadcasts, highlights of sporting events, and other televisionentertainment on an on demand basis to cellular subscribers. Qualcomm®recently announced its Media Flo project which has the capability ofbroadcasting live televised events or clips from these events, such asNFL® Football, for display and viewing on a cellular telephone color LCDdisplay.

The present invention includes systems and methodologies for providinggames of skill and chance, playable either on demand or simultaneouslyby cellular subscribers, whereby the underlying event upon which thegame play is based is archival video footage such as football, baseball,basketball, or other sporting events or game shows (Wheel of Fortune® orJeopardy!®), or other television entertainment which has already beenbroadcast.

The present invention utilizes the following methods in the production,game play, and display.

Game Production

All television programmers maintain video taped archives of everyprogram they have produced and aired dating back to at least 1960.Segments of suitable length of once televised sporting events or gameshows, generally between 5- and 10-minutes, are selected by theproducers of such a game service. For example, in the case offootball-based cellular phone games, a scoring drive from a 1980 SuperBowl Game between the Pittsburgh Steelers and Los Angeles Rams of a10-minute duration is selected. In the case of a game show, a 7-minute“round” from a Jeopardy!® telecast aired in the past is selected. Theduration of each selection may vary as desired.

The analog video files are digitized utilizing a variety of standardmethodologies in an appropriate format for broadcast utilizing awireless cellular or broadcast network. Game producers generate datafiles to support a competitive game of skill or chance which isprecisely synchronized with the digitized video files, using a gameproduction tool. In the case of football, these data files, as taught inthe Interactive Network prior art and the Lockton patents, contain“lockout” signals prohibiting further input, a determination of whethereach play was a short or long pass, a run to the right, or left based onobservation of the video file of the game. Point values are assessed forcorrect or incorrect answers, and the game play is played similarly tothat described as in the aforementioned prior art. In the case of aJeopardy!® game show, three wrong answers are created and the fourmultiple choices including the correct answer for each Jeopardy!®question selected are produced.

In the production process, the game data file is time synchronizedprecisely with the video file, utilizing the game production tool.

When playing, the user selects answers 1, 2, 3, or 4 on his cellularphone to answer the question before a time stamped “lockout” signalcontained in the game file, precluding further input. When the correctanswer is selected by the television contestant, then the point valuesfor the correct answer are incremented or decremented by software in thegame file, depending on whether the competitor is right or wrong withtheir selection.

The digitized video files, and the separately produced overlying gameplay file are then either combined for streaming or broadcast into asingle data file, maintained as two data files, or an alternatemethodology is utilized to ensure that both files are broadcastsimultaneously on a single TCP, UDP, 3G, multicast, broadcast or othertransmission, utilizing current data compression capabilities. Anyappropriate transmission methodology is utilized, including WiFi. Thegame data files contain graphic information separate from the video ofthe game telecast, such as the selection options, for example “run,”“pass,” for a game based on a football telecast. Separate digital soundtracks, one from the television programming, and one related to the gameprogramming are also able to be combined for a single transmission. Inother words, data is able to be either A) downloaded in advance or B)streamed or C) broadcast. The different types of data: 1) digitizedvideo and audio, 2) graphic game play data, 3) audio enhancements, areable to be either combined with each other or sent separately.Therefore, users are able to play simultaneously wherein the video,audio and game play data are received by streaming, broadcasting ordownloaded using a simultaneous start time. Users are also able to playon demand wherein the video, audio and game play data are received whenrequested by streaming, broadcasting or downloaded. Users are also ableto practice with on demand games where they are not competing againstother players. Regardless of how these discreet pieces of informationare delivered to the phone, software resident on the phone ensures thatthe game play data and audio are synchronized with the video archive.

Game Play

Under this methodology, a user on an ad hoc basis, or as a subscriber toa service or charging the required fee to their cellular telephone bill,indicates their desire to participate in a contest based upon the oldtelevision program. The contests have a specific start time, displayedon the cellular phone, such as, for example, “1980 Super Bowl game, 3:15pm,” or in an alternative embodiment, the menu on the cellular phonedescribes a game played at any time by the cellular phone owner byselecting it from a menu on the cellular phone. Upon selecting this gamefrom the menu, the underlying video and data files are streamed ordownloaded to the cellular phone, and the video of the underlyingtelecast sporting event, game show, or other entertainment program, isdisplayed on the cellular phone utilizing software permanently ortemporarily resident on a cellular phone client designed to display fullmotion video. A record of what episodes of what games have been playedfor an individual subscriber is maintained on the service's server toensure a subscriber always receives a game they have not played before.

On Demand Games Against Friends

For games not played simultaneously in real time, a subscriber playingan on demand game has the ability, utilizing the cellular phone display,to add the telephone number, subscriber pseudo-name, or otheridentification of friends who are also subscribers with whom he wishesto match his score in the game about to be played. In an alternatemethod, a user is able to use a web site to select whom he is going tocompete against. This information is registered on a central gamemanagement/scheduling server, and the subscribers selected areimmediately notified when they access the game provider's main menu orat some other time. When, for example, a football game is played by thesubscriber wishing to compare his score with friends, this specific gameis identified on the server so that when and if those friends who arechallenged and notified, selected a football game for play, theidentical game previously played and identified is streamed ordownloaded to their new competitors. At the conclusion of the game ofthe last player challenged, the scores of all the cohort players aretransmitted to all the competitor's cellular phones, so that they candetermine the relative ranking of their scores.

Additional Kinds of Content

In addition to games played with televised sports and game show footageutilizing the methods described, cellular phone games are able to bebased upon a unique repurposing of existing archival television footagefrom a variety of television genres. For example, a game based on asitcom, such as the discontinued Seinfeld show, is able to utilize shortclips of a scene, and then ask viewers to answer questions related tothe predicted resolution of the issue, problem, or situation seen in theshort clip. People also are able to be shown historic, memorable sportsplays, for example, football passes, runs, catches, or highlightedevents from a variety of sports telecasts, and then asked to identifythe participants, the year the clip was from, and the outcome. Any typeof question/answer related to an archived program is possible and is notlimited to those described above. In each scenario, however, the videofootage and the overlying game aspect is pre-produced, combined andtransmitted for display and game play.

Game Display

The data files which manage the game play, received simultaneously, alsoutilize software resident on the client for managing the display on thephone's LCD. This game software is able to be a separate “gaming client”or an “all in one” application which addresses the video and gameelements. The game data graphics are also able to be presented to theplayer by overlaying the text and symbols over the television footage,or in the alternative, utilize a separate portion of the cellularphone's display for this information, at the option of the producers. Anexample of this latter approach is the crawling information displayed atthe bottom of a television screen containing stock ticker information orthe way closed captioning information is displayed on televisionscreens. In the alternative, a picture in picture (PIP) approach is alsoable to be used to separately display game play information from theunderlying television footage. In another alternative, the game playinformation is simply superimposed on top of the video.

Under this invention, the subscriber would play along with the 5- to15-minute television segment of the game until its conclusion, and wouldbe informed at the end, based upon software resident in the phone, whattheir total points earned are. In some embodiments, the segments arelonger or shorter. By transmitting this game performance information toa central server for compilation, the competition would receiveinformation on how their score relates to the scores achieved by otherplayers of the game. Under the “on demand” game play format, users areable to selectively play against friends, and prizes would generally notbe awarded, since the person could play the game as many times as theydesire, or obtain the answers from someone who had played.

Games Based on Simultaneous Broadcast

In an alternative embodiment, the combined video and game data filesproduced by the same methodology described above is able to besimultaneously broadcast to all participants at a specific time, such asevery 15-minutes, to all of the players who have registered theirintention to play a specific game. In this format, these files would beindividually streamed, or in the alternative, digitally broadcast,precisely at the same time to all participants. Another approach is todownload the data through streaming, broadcast or other downloadingtechnique in advance. Under this approach, the application ensures thatthe video and game play started at the appropriate time. This is able tobe done by signaling a “start” signal to all players.

While game play unfolds in a manner similar to that described in U.S.Pat. No. 4,592,546, a significant difference in this invention and theprior art, is that all of the information utilized for the game ispre-produced and combined in a single data file, and receivedsimultaneously by all participating cellular phones broadcast, to beseparated and displayed for simultaneous viewing on a cellular phone bythe methods described above. While the games unfold to the participantin virtually the same manner as a game based upon a live telecast of asporting event or game show, the cellular phone is not utilized as areceiving device for a second mass media communications synchronizedwith the underlying telecast, but rather is receiving the single datafile which contains both the video of the telecast and the game datainformation. The video and game data is then separated by applicationsoftware resident on the cellular phone for simultaneous display on asingle color LCD display.

Since all players receive the same game data at the same time, cheatingamong players, possible with on demand games, is not possible, andprizes can be awarded.

Benefits

While there is a large potential demand for games of skill for prizesbased upon the live telecast of sporting events and syndicated gameshows, participation in these games is generally limited to prime timeor near prime time viewing on week days, and sporting events on theweekends. The explosion in the popularity of cellular games of shortduration indicates that the owners of cellular telephones often find5-10 minutes during the day to participate in stimulating entertainmentwork breaks, while commuting to and from work, sometimes even when theyare working, amongst other times. The methodologies described hereinprovide a new and unique form of entertainment. While based on populartelevision programming, the games are able to be enjoyed either ondemand or several times an hour with scheduled start times, since theyare generated from television archives. The games are ever changing andare based on programming with a proven huge fan audience. This inventionprovides the highest quality production value at a fraction of the costof existing video, computer and cellular games. Other games require theskills of graphic artists and designers, and extensive programming tocreate full motion 3D graphics in attempt to make games like EA Sports®John Madden Football, or Sony's Jeopardy!® games as close to the actualtelecast as possible. This invention repurposes the actual televisionfootage with the production values and excitement of the originalbroadcasts of these events at a fraction of the cost.

Games with a common start time are able to be played competitively forprizes. While all of these telecasts may have been viewed in the past bya potential competitor, it is highly unlikely that anyone is able tospecifically remember the details of a single event seen 5 to 10 yearsago. Even so, it is highly likely that these games will be consideredgames of skill, in that the ability to remember the answers to triviaquestions and other tests of recall and memory have been defined aslegal games of skill. Thus, these games based on old television footageare able to be played for prizes where laws permit.

FIG. 1 illustrates a graphical representation of the preferredembodiment of the present invention. Initially, a game is produced at aproduction studio or another location that is capable of producing thegame. As described above, a set of television archives 102 are storedfrom many years ago. For television archives stored in analog format,they are converted into digital format using a known conversion method.A game production tool 104 is utilized to generate one or more game datafiles to support the competitive game of skill or chance which isprecisely synchronized with the digitized video files. In someembodiments, audio is also included with the video and game data files.The game production tool 104 sends the digitized video and game datafiles to a game scheduling server 106.

The game scheduling server 106 determines a schedule for games to beplayed in addition to distributing the video and game data files. Thegame scheduling server 106 communicates with a cellular service operator108 such as Sprint®, Verizon Wireless® or Cingular® to receive andtransmit data through a wireless network 112. The underlying video andgame data files are streamed or downloaded to a user's cellular phone114. As users play the games, their results and scores are calculatedand determined with a scoring server 110. In some embodiments, the gamescheduling server 106 and the scoring server 110 are contained withinthe same physical server unit, and in other embodiments, the gamescheduling server 106 and the scoring server 110 are separate andcommunicate with each other. Users are able to view their standings bycommunicating with the scoring server 110 also.

In some embodiments, users are able to sign up over the Internet 116 forthe gaming service. Users are also able to register groups ofcompetitors to compete against. For example, a user is able to log ontoa website through the Internet 116 and select usernames of friends tocompete against in an on demand game.

FIG. 2 illustrates a method of utilizing the present invention. In thestep 200, video, audio and game files are transmitted to a user'scellular phone. In some embodiments, the files are transmittedseparately, and in other embodiments, the video, audio and game data areall combined in one file and are transmitted together. In someembodiments, audio data is not transmitted, for example, because a userchooses to play the game without sound. In the step 202, a user'scellular phone receives the video, audio and game files either combinedor separately depending on how they were transmitted. In the step 204,the cellular phone operates cellular phone-based software tosimultaneously display video and game data. When appropriate, in thestep 206, the cellular phone receives a game start signal and starts thegame. Sometimes the start signal is received based on a designatedstarting time that the user signed up for, such as, 1980 Super Bowl at4:00 pm. A user is also able to select a game to play from a menu andinitiate a game immediately. A user is also able to be a member of anon-demand group where someone else included him in the group and isinformed that the group competition has begun and a start signal is sentimmediately or when the user is ready. As described above, once the userreceives the start signal, the user plays the game on his cellular phoneby viewing video clips and game data which includes questions andanswers and then selects choices related to the questions about theclip, in the step 208. In the step 210, during game play, whenappropriate, a lockout signal prevents further input by the user, sothat cheating is not allowed. In the step 212, the cellular phonereports performance data to the scoring server and receives standingsinformation back, so that users are able to see how well they didcompared to other competitors.

FIG. 3 illustrates a network of devices of the present invention. Anetwork of devices 300 includes a game production tool 102, televisionarchives 104, a game scheduling server 106, a cellular service operator108, a scoring server 110, a wireless network 112 and a plurality ofdevices 302. In some embodiments, other devices in addition to cellularphones 114 are able to couple to the wireless network and play along,such as personal computers 116, laptop computers 118 and PDAs 120. Thegame production tool 102 is utilized to generate a game comprising oneor more game files, and combine the game files with one or more videofiles from the television archives after the television archive segmenthas been digitized. In some embodiments, the game files and the videofiles are compressed. In some embodiments, digital audio is alsocombined with the game files and video files. The game files, videofiles and in some embodiments audio files are stored, in one combinedfile, on the game scheduling server 106. The game scheduling server 106also supplies the plurality of devices 302 with a schedule of gamesthrough the cellular service operator 108 and the wireless network 112.The scoring server 110 couples to the plurality of devices 302 throughthe wireless network 112 to receive scoring results anddetermine/provide standings. In some embodiments, the Internet 116 isutilized to allow users to register or to select a group of competitorsfor an on demand game. The plurality of devices 302 are utilized byusers to receive the requisite game and video data. Each device withinthe plurality of devices 302 contains software to utilize the game andvideo data to provide a gaming experience with the archived televisionprogram. Through the game scheduling server 106 and the scoring server110, the plurality of devices 302 are able to be used in competitionswhere users play the same game at a designated time and based on thecorrectness of their answers or based on other game conditions, usersreceive points and those users with the highest point totals are able towin prizes or at least claim to be the most knowledgeable with regardsto a certain archived television program.

In an embodiment where a user wants to play a game on demand, thecellular phone 114 communicates with the game scheduling server 106 andother cellular phones within the plurality of devices 302 to inform themof the beginning of a game. For example, a user wants to challenge hisfriends to a competition related to the television show, The Emmys. Theuser enters information usable to detect/identify the other users in thegroup such as their cellular phone number, username or anotheridentifier. The game scheduling server 106 then contacts the other usersand provides them with the necessary game files and video files. Onlythe users included in the group are able to participate in the game andthus only their scores will be compared to allow a group of friends todetermine who is the most knowledgeable about The Emmys or some otherarchived television program.

There are two perspectives of utilizing the present invention. Gameproducers use a game production tool to develop a game and combine itwith digitized television video clips. The combined game and video datais then sent to a game scheduling server where it is able to betransmitted to users' cellular phones. Cellular phone users receive thegame and video data after selecting a game to play and when theappropriate time arrives. At that time, the users each play the game,using software on their cellular phones which incorporates the videoclips and game data. The video clips are displayed on the users'cellular phones, and they then select choices based on the clips viewed.As the game progresses or after the game is completed, the results ofthe selections are transmitted to/from the scoring server and then auser is able to see how well they performed. In some embodiments,instead of users playing a game at a set time, users are able to playon-demand wherein a selected group of people play together as describedabove.

In operation, the present invention allows users to play games on theircellular phones wherein the games are based on archived televisionprograms. Game data and video data are combined into one file and aresent to participating cellular phones so that the required informationis received at the same time at each cellular phone. Each cellular phonecontains software to manipulate the game and video data so that the useris able to play the game. The game is played by watching video clips andthen answering questions/selecting choices related to the video clipsusing the buttons on the user's cellular phone. User scores aredetermined based on the answers to the questions. In some embodiments,users are able to win prizes by performing better than others in thegames.

Although a cellular phone has been used throughout the presentspecification as the main exemplary game playing device, it should beunderstood that any computing device is able to be used within thedescribed method and system.

The present invention has been described in terms of specificembodiments incorporating details to facilitate the understanding ofprinciples of construction and operation of the invention. Suchreference herein to specific embodiments and details thereof is notintended to limit the scope of the claims appended hereto. It will bereadily apparent to one skilled in the art that other variousmodifications may be made in the embodiment chosen for illustrationwithout departing from the spirit and scope of the invention as definedby the claims.

What is claimed is:
 1. A method of playing a game based on archivedtelevision programs, comprising: a. receiving one or more video filesand one or more game data files; b. operating a cellular based programto display one or more video clips and game data from the one or morevideo files and the one or more game data files, wherein the one or morevideo files and the one or more game data files are simultaneouslybroadcast to all entrants to the game at a specific time, whereinoperating the cellular based program includes receiving a time stampedlockout signal by the cellular based program to prevent additional userinput, wherein the game data is displayed simultaneously on the samescreen with the one or more video clips; and c. determining a score foreach entrant of the game at a game server.
 2. The method as claimed inclaim 1 further comprising receiving a game start signal and startingthe game.
 3. The method as claimed in claim 1 further comprising playingthe game by selecting one or more choices related to the video clips. 4.The method as claimed in claim 1 wherein the one or more video files andthe one or more game data files are received in a combined file.
 5. Themethod as claimed in claim 1 wherein the game data is overlayed on thevideo clips.
 6. The method as claimed in claim 1 further comprisingcollecting the scores and reporting performance of participants to acellular phone.
 7. The method as claimed in claim 1 wherein the one ormore video files and the one or more game data files are compressed. 8.The method as claimed in claim 1 wherein the game data contains graphicinformation in addition to the video clips.
 9. The method as claimed inclaim 8 wherein the graphic information is displayed as a selected oneof crawling information, closed captioned information, a picture inpicture and a graphical overlay.
 10. The method as claimed in claim 1wherein the one or more video files and the one or more game data filesare received in advance of a scheduled start.
 11. The method as claimedin claim 1 further comprising transmitting the one or more video filesand the one or more game data files on a transmission selected from thegroup consisting of a single TCP, UDP, 3G, multicast and broadcasttransmission.
 12. The method as claimed in claim 11 wherein transmittingis selected from the group consisting of digital broadcasting,individual streaming and downloading.
 13. The method as claimed in claim12 wherein the game is played as a selected one of simultaneously live,on demand and practice.
 14. The method as claimed in claim 1 wherein aset of digital audio is received with the one or more video files andthe one or more game data files.
 15. The method as claimed in claim 1wherein a user identifies one or more remote competitors to challengeand compete against in a challenge game.
 16. The method as claimed inclaim 15 wherein after all of the challenged competitors complete thechallenge game, results are sent to the challenged competitors includingrankings.
 17. The method as claimed in claim 15 wherein the userutilizes the Internet to identify the one or more remote competitors tochallenge and compete against.
 18. The method as claimed in claim 1wherein the one or more video files and the one or more game data filesare pre-produced.
 19. The method as claimed in claim 1 wherein thearchived television programs are selected from the group consisting ofsporting events, game shows and entertainment shows.
 20. The method asclaimed in claim 1 wherein one or more segments of the archivedtelevision programs are included in the one or more video files.
 21. Themethod as claimed in claim 20 wherein the one or more segments arebetween five minutes and twenty minutes.
 22. The method as claimed inclaim 1 further comprising digitizing analog video.
 23. The method asclaimed in claim 1 wherein the one or more video files and the one ormore game data files are received over a wireless cellular network. 24.The method as claimed in claim 1 wherein the video clips and the gamedata are synchronously displayed.
 25. The method as claimed in claim 1wherein a record of episodes of the archived television programs playedby the user is maintained on the game server to ensure the user receivesa never-before played game by the user.
 26. A method of playing a gamebased on a segment of an archived television program, comprising: a.transmitting a set of files from a server over a wireless cellularnetwork, the set of files comprising: i. one or more pre-produced videofiles, wherein the one or more pre-produced video files contain one ormore video clips; ii. one or more game data files, wherein the one ormore game data files contain game data, further wherein the game datacontains graphic information in addition to the one or more video clips;and iii. one or more audio files; b. receiving the set of files on amobile device, wherein the set of files is simultaneously broadcast toall entrants to the game at a specific time; c. operating a cellularbased program contained on the mobile device to synchronously displaythe one or more video clips and the game data, wherein operating thecellular based program includes receiving a time stamped lockout signalat the mobile device to prevent additional user input, wherein the gamedata is displayed simultaneously on the same screen with the one or morevideo clips; d. playing the game by selecting one or more choices; ande. determining a score for each entrant of the game at a game server.27. The method as claimed in claim 26 wherein the set of files isassembled into a combined file.
 28. The method as claimed in claim 26further comprising collecting the scores and reporting performance ofparticipants to the mobile device.
 29. The method as claimed in claim 28wherein the graphic information is displayed as a selected one ofcrawling information, closed captioned information, a picture in pictureand a graphic overlay.
 30. The method as claimed in claim 26 wherein theset of files contains compressed data.
 31. The method as claimed inclaim 26 wherein the set of files is received in advance of scheduledstart.
 32. The method as claimed in claim 26 wherein transmitting theset of files is on a transmission selected from the group consisting ofa single TCP, UDP, 3G, multicast and broadcast transmission.
 33. Themethod as claimed in claim 32 wherein transmitting is selected from thegroup consisting of digital broadcasting, individual streaming anddownloading.
 34. The method as claimed in claim 33 wherein the game isplayed as a selected one of simultaneously live, on demand and practice.35. The method as claimed in claim 26 wherein a user identifies one ormore remote competitors to challenge and compete against in a challengegame.
 36. The method as claimed in claim 35 wherein after all of thechallenged competitors complete the challenge game, results are sent tothe challenged competitors including rankings.
 37. The method as claimedin claim 26 wherein the archived television program is selected from thegroup consisting of sporting events, game shows and entertainment shows.38. A system for producing and distributing a game based on archivedtelevision programs, comprising: a. a game production device forgrouping one or more video clips and game data into a set of files; b. afirst server coupled to the game production device, wherein the firstserver receives and transmits the set of files, wherein the set of filesis simultaneously broadcast to all entrants to the game at a specifictime, further wherein the first server transmits a time stamped lockoutsignal to prevent additional user input, wherein the game data isdisplayed simultaneously on the same screen with the one or more videoclips; and c. a second server coupled to the first server, wherein thesecond server determines a score for each entrant of the game.
 39. Thesystem as claimed in claim 38 wherein the set of files is assembled intoa combined file.
 40. The system as claimed in claim 38 wherein the videoclips and the game data allow a user to play the game by selecting oneor more choices related to the video clips.
 41. The system as claimed inclaim 38 wherein the second server is used for determining standings andcommunicating the standings to participants.
 42. The system as claimedin claim 41 wherein the first server and the second server are containedwithin a single server device.
 43. The system as claimed in claim 38further comprising a cellular service operator coupled to the firstserver and a wireless network for transmitting the set of files to thewireless network.
 44. The system as claimed in claim 38 wherein the setof files contains compressed data.
 45. The system as claimed in claim 38wherein the set of files is transmitted on a transmission selected fromthe group consisting of a single TCP, UDP, 3G, multicast and broadcasttransmission.
 46. The system as claimed in claim 45 wherein transmittingthe set of files is selected from the group consisting of digitalbroadcasting, individual streaming and downloading.
 47. The system asclaimed in claim 46 wherein the game is played as a selected one ofsimultaneously live, on demand and practice.
 48. The system as claimedin claim 38 wherein a set of digital audio is grouped into the set offiles.
 49. The system as claimed in claim 38 wherein the video clips andthe game data are pre-produced.
 50. The system as claimed in claim 38wherein the archived television programs are selected from the groupconsisting of sporting events, game shows and entertainment shows. 51.The system as claimed in claim 38 wherein one or more segments of thearchived television programs are included in the video clips.
 52. Thesystem as claimed in claim 51 wherein the one or more segments arebetween five minutes and twenty minutes.
 53. A device for playing a gamebased on archived television programs, comprising a cellular phone,wherein the cellular phone receives a set of files after the set offiles is simultaneously broadcast to all entrants to the game at aspecific time, wherein the set of files contain one or more video clipsand game data and utilizes a program and the set of files to present theone or more video clips and the game data to a user that entered to thegame, wherein the program is configured for receiving a time stampedlockout signal at the cellular phone to prevent additional user input,wherein the game data is displayed simultaneously on the same screenwith the one or more video clips, wherein the user identifies one ormore remote competitors to challenge and compete against in a challengegame, and further wherein the cellular phone transmits responses inputby the user when playing the game to a game server that determines ascore of the user for the game.
 54. The device as claimed in claim 53wherein the set of files is assembled into a combined file.
 55. Thedevice as claimed in claim 53 wherein the game data is overlayed on thevideo clips.
 56. The device as claimed in claim 53 wherein the game datacontains graphic information in addition to the video clips.
 57. Thedevice as claimed in claim 56 wherein the graphic information isdisplayed as a selected one of crawling information, closed captionedinformation, a picture in picture and a graphic overlay.
 58. The deviceas claimed in claim 53 wherein the video clips and the game data aresynchronized.
 59. The device as claimed in claim 53 wherein the game istransmitted to the cellular phone using a selected one of digitalbroadcasting, individual streaming and downloading.
 60. The device asclaimed in claim 53 wherein the game is played as a selected one ofsimultaneously live, on demand and practice.
 61. The device as claimedin claim 53 wherein after all of the challenged competitors complete thechallenge game, results are sent to the challenged competitors includingrankings.
 62. The device as claimed in claim 53 wherein standingsinformation is received from the game server.
 63. The device as claimedin claim 53 wherein the video clips and the game data are pre-produced.64. The device as claimed in claim 53 wherein the archived televisionprograms are selected from the group consisting of sporting events, gameshows and entertainment shows.
 65. The device as claimed in claim 53wherein one or more segments of the archived television programs areincluded in the video clips.
 66. A network of devices for playing a gamebased on archived television programs, comprising: a. a game productiondevice for combining one or more video clips with game data into acombined file; b. a first server coupled to the game production device,wherein the server receives and transmits the combined file, wherein thefirst server sends a time stamped lockout signal to prevent additionaluser input, wherein the game data is displayed simultaneously on thesame screen with the one or more video clips; c. a plurality of devicescommunicating with the first server through a wireless network, whereinthe plurality of devices receive the combined file and utilize a programand the combined file to present the one or more video clips and thegame data to a user, wherein the combined file is simultaneouslybroadcast to all entrants to the game at a specific time; and d. asecond server coupled to the first server, wherein the second serverdetermines a score for each entrant of the game.
 67. The network ofdevices as claimed in claim 66 wherein the video clips and the game dataallow the user to play the game by selecting one or more choices relatedto the video clips.
 68. The network of devices as claimed in claim 66wherein the plurality of devices are selected from the group consistingof cellular phones, personal computers, laptops and PDAs.
 69. Thenetwork of devices as claimed in claim 66 wherein the combined file isreceived substantially simultaneously at each of the devices.
 70. Thenetwork of devices as claimed in claim 66 wherein the second serverreceives the scoring data and determines standings.
 71. The network ofdevices as claimed in claim 70 wherein the first server and the secondserver are contained within a single server device.
 72. The network ofdevices as claimed in claim 66 wherein standings information and resultsare transmitted to participants.
 73. The network of devices as claimedin claim 66 further comprising a cellular service operator coupled tothe first server and the wireless network for transmitting the combinedfile to the wireless network.
 74. The network of devices as claimed inclaim 66 wherein the game data is overlayed on the video clips.
 75. Thenetwork of devices as claimed in claim 66 wherein the combined filecontains compressed data.
 76. The network of devices as claimed in claim66 wherein the game data contains graphic information in addition to thevideo clips.
 77. The network of devices as claimed in claim 76 whereinthe graphic information is displayed as a selected one of crawlinginformation, closed captioned information, a picture in picture and agraphic overlay.
 78. The network of devices as claimed in claim 66wherein the combined file is transmitted on a selected one of a singleTCP, UDP, 3G, multicast and broadcast transmission.
 79. The network ofdevices as claimed in claim 78 wherein transmitting the combined file isselected from the group consisting of digital broadcasting, individualstreaming and downloading.
 80. The network of devices as claimed inclaim 79 wherein the game is played as a selected one of simultaneouslylive, on demand or practice.
 81. The network of devices as claimed inclaim 66 wherein a set of digital audio is combined into the combinedfile.
 82. The network of devices as claimed in claim 66 wherein the useridentifies one or more remote competitors to challenge and competeagainst in a challenge game.
 83. The network of devices as claimed inclaim 82 wherein the competitors are able to choose when to play thechallenge game.
 84. The network of devices as claimed in claim 83wherein after all of the challenged competitors complete the challengegame, results are sent to the challenged competitors including rankings.85. The network of devices as claimed in claim 66 wherein the videoclips and game data are pre-produced.
 86. The network of devices asclaimed in claim 66 wherein the archived television programs areselected from the group consisting of sporting events, game shows andentertainment shows.
 87. The network of devices as claimed in claim 66wherein one or more segments of the archived television programs areincluded in the video clips.
 88. The network of devices as claimed inclaim 87 wherein the one or more segments are between five minutes andtwenty minutes.
 89. The network of devices as claimed in claim 66wherein the video and the game data are synchronized.
 90. The network ofdevices as claimed in claim 66 further comprising an Internet forregistering a group of competitors.
 91. A method of playing a gamecomprising: a. receiving one or more pre-produced video files and one ormore game data files; b. operating a cellular based program to displayone or more video clips and game data from the one or more pre-producedvideo files and the one or more game data files, wherein the one or morepre-produced video files and the one or more game data files aresimultaneously broadcast to all entrants to the game at a specific time,wherein operating the cellular based program includes receiving a timestamped lockout signal by the cellular based program to preventadditional user input, wherein the game data is displayed simultaneouslyon the same screen with the one or more video clips; and c. determininga score for each entrant of the game at a game server.
 92. The method asclaimed in claim 91 further comprising playing the game by viewing thevideo clips and making a selection from a plurality of choices relatedto the video clips.
 93. The method as claimed in claim 92 whereinplaying the game further includes providing a positive result to a userwhen a correct selection is made from the plurality of choices.
 94. Themethod as claimed in claim 91 wherein the one or more pre-produced videofiles comprise one or more videos produced and recorded specifically forplaying the game.
 95. A method of playing a game comprising: a.receiving one or more pre-recorded video files and one or more game datafiles; b. operating a cellular based program to display one or morevideo clips and game data from the one or more pre-recorded video filesand the one or more game data files, wherein the one or morepre-recorded video files and the one or more game data files aresimultaneously broadcast to all entrants to the game at a specific time,wherein operating the cellular based program includes receiving a timestamped lockout signal by the cellular based program to preventadditional user input, wherein the game data is displayed simultaneouslyon the same screen with the one or more video clips; and c. determininga score for each entrant of the game at a game server.
 96. The method asclaimed in claim 95 further comprising playing the game by viewing thevideo clips and making a selection from a plurality of choices relatedto the video clips.
 97. The method as claimed in claim 96 whereinplaying the game further includes providing a positive result to a userwhen a correct selection is made from the plurality of choices.
 98. Themethod as claimed in claim 95 wherein the one or more pre-recorded videofiles comprise one or more videos produced and recorded specifically forplaying the game.
 99. A method of playing a game comprising: a.receiving one or more video files on a mobile device, wherein the one ormore video files are simultaneously broadcast to all entrants to thegame at a specific time, wherein the specific time occurs at periodicintervals; b. displaying the one or more video files on the mobiledevice; c. presenting a plurality of choices on the mobile device andreceiving a time stamped lockout signal at the mobile device to preventadditional user input, wherein the game data is displayed simultaneouslyon the same screen with the one or more video clips, further wherein thegame data and audio are synchronized with the one or more video clipsusing an application stored on the mobile device; d. selecting a choicefrom the plurality of choices on the mobile device; e. providing apositive result when a correct selection from the plurality of choicesis made; and f. determining a score for each entrant of the game at agame server.
 100. The method as claimed in claim 99 wherein theplurality of choices are based on the one or more video files.
 101. Themethod as claimed in claim 100 wherein the plurality of choices arebased on situations arising in the one or more video files.
 102. Themethod as claimed in claim 100 wherein the one or more video files eachinclude a person.
 103. The method as claimed in claim 99 wherein furthercomprising receiving one or more game data files.
 104. The method asclaimed in claim 99 wherein the one or more video files arepre-recorded.
 105. The method as claimed in claim 99 wherein thepositive result includes a correct selection score.
 106. The method asclaimed in claim 99 wherein the one or more video files comprise one ormore videos produced and recorded specifically for playing the game.107. The method as claimed in claim 99 wherein the one or more videofiles comprise one or more videos custom produced for playing the game.108. The device as claimed in claim 53 wherein the cellular phonereceives the set of files upon demand by the user of the cellular phone.109. The method as claimed in claim 99 wherein the game data isdisplayed on the same screen with the video clips such that when thegame data is displayed, the video clips are minimized, and when thevideo clips are displayed, the game data is minimized.
 110. The methodas claimed in claim 99 wherein the game data is displayed on the samescreen with the video clips utilizing a picture in pictureimplementation.
 111. The method as claimed in claim 99 wherein the oneor more video files, the game data and audio are combined before beingsent, and are received by the mobile device.